
Boom Box
MediumAlways playing, and the track decides both fire modes. R flips the tape to the next track. Shots on the beat build a streak, and the streak is the damage.
Taken off a Sector C guard who played his tapes on the night shift. He asked for it back and got a written warning.
How to use it
Everyone hears you. Stay on the beat: the streak is the damage, and one shot off it starts you over. R flips the tape to the next track.
Fire modes
Primary, Bass Drop
- Damage
- 3 off the beat, 8 to 120 on it
- Hits
- everyone in range 420
- Headshot
- none
- Rate
- 0.65 s
- Hurts you
- no
- Effects
- a cone 28 degrees either side that shoves
- Through armor
- no
Secondary, Bass Drop
- Damage
- 0
- Hits
- everyone within 200 to 800
- Headshot
- none
- Rate
- 8 s
- Hurts you
- no
- Effects
- throws them away, and you run at 360 to 650 for 1 to 5 s
- Through armor
- no
Primary, Rave
- Damage
- 1 off, 3 to 40 on
- Hits
- 1
- Headshot
- x2
- Rate
- 0.2 s
- Hurts you
- no
- Effects
- sound bolts
- Through armor
- no
Secondary, Rave
- Damage
- 0
- Headshot
- none
- Rate
- 6 s
- Hurts you
- no
- Effects
- a dash along the aim, 500 to 1800, then you run at 360 to 650 for 0.5 to 3 s
- Through armor
- no
Primary, Slow Jam
- Damage
- 3 off, 10 to 130 on
- Hits
- 1
- Headshot
- x2
- Rate
- 1.3 s
- Hurts you
- no
- Effects
- a hitscan note, range 3000; 2 streak a beat
- Through armor
- no
Secondary, Slow Jam
- Damage
- 0
- Hits
- everyone in view within 200 to 900
- Headshot
- none
- Rate
- 8 s
- Hurts you
- no
- Effects
- frost 0.3 to 1.2, frozen solid past 1
- Through armor
- no
Primary, Jungle
- Damage
- kick 2 off, 6 to 50 on; snare 2 off, 8 to 60 on
- Hits
- a cone, or 1
- Headshot
- x2 on a snare
- Rate
- 0.24 s
- Hurts you
- no
- Effects
- a break: kick, snare, kick, snare, snare. Every 4th of the streak fires 3 more snares at half
- Through armor
- no
Secondary, Jungle
- Damage
- 3 to 110 where you left
- Hits
- everyone in reach
- Headshot
- none
- Rate
- 8 s
- Splash
- radius 120 to 420
- Hurts you
- no
- Effects
- rewind: back where you were 0.5 to 5 s ago, and the track starts over
- Through armor
- no
Changelog
- The Boom Box is a 3-kill weapon.
- The Boom Box no longer crashes your game when its music stops.
- The music of the Boom Box and Guitar follows its player, so it no longer fades as you walk away.
- Boom Box tracks rebuilt. Bass Drop hits for 30, 90 on the beat, and its secondary is a harmless push with a speed boost. Rave has a combo on the beat and a dash. Slow Jam fires one big hitscan note and its secondary is a slow field.
- Jungle Drums replaces Klaxon on the Boom Box: a kick and snare break that rolls on the beat, and a DJ rewind.
- The Boom Box runs on tape: 100 a side, each shot costs tape by track, and R flips the cassette to the next track.
- Boom Box and Trumpet hits on the beat build a streak up to 10, and the streak sets the damage, from a tickle to a kill in one to three shots. A beat bar fills to each beat, and the beat window is 0.13 s.
- New weapon: Boom Box. A track always plays, and the track decides both fire modes. The music is Half-Life's own.